You are nerfing the Mini Scout the wrong way.
Here are the patch notes taht are relevant: This has to be a joke by someone who does not play the game to understand what makes snipers frustrating to the recieving end and what does not. The mini scout is the one rifle that does not have a sweet spot and relies on one to have the luck or skill to land a headshot, especially when a follow up shot is not likely. This will only make its already low pick rate even lower (most guys like their cheap sweetspot kill and low drag rounds) If you wanted to make the Mini Scout be less good at beyond 150m, you reduce its V-E-L-O-C-I-T-Y, to make it harder to land a shot at someone who is not completely still at a distance. In older BF games you could change the gravity acceleration of different guns to change how their rounds are affected by long shots. Now the Mini Scout will be completely dropped for the ELR-40, M2010 ESR (the most used SR in the game) and any other SR that actually has sweetspots bellow 150m or beyond. When making balance decisions you are supposed to think hard about how things work in practice before throwing stuff at the wall and seeing what sticks and leaving it there for months to fester. Edit: Alternative nerf that could work for every sniper rifle in the game: Make it so Snipers have to stay still for more hundreds of miliseconds before they can get back their full accuracy. This will make them have to stay longer exposed to take a good shot.125Views0likes12CommentsBattlefield 6 Advanced Spatial Audio, Environmental
Occlusion and Combat Sound Consistency Overview Audio is one of the most important components of situational awareness in a competitive first-person shooter. In Battlefield 6, sound should provide reliable information about what is happening around the player, especially during intense combat situations. I would like to propose further development of the spatial audio system, focusing on directional accuracy, environmental occlusion and sound consistency. 1. Advanced Spatial Positioning Footsteps, gunfire, explosions, vehicles and distant combat should provide more consistent directional information. Players should be able to distinguish whether a sound originates from: Above or below their current position. Inside or outside a building. Behind walls or other environmental obstacles. Nearby or at a considerable distance. 2. Environmental Sound Occlusion Buildings, walls, terrain and other environmental structures should influence how sounds travel. The audio system should dynamically account for environmental obstruction instead of relying on overly simplified sound transitions. 3. Distance and Sound Attenuation Weapon sounds and explosions should have consistent distance-based attenuation. The difference between nearby combat and distant engagements should remain clear without sacrificing immersion. 4. Audio Consistency During Large-Scale Combat During intense battles involving multiple players, vehicles, explosions and destruction, the audio system should prioritize important gameplay information. Critical sounds should remain identifiable without making the overall soundscape unnatural. 5. Technical Validation I suggest evaluating: Directional accuracy across different environments. Sound occlusion through different materials. Distance-based audio consistency. Audio performance during large-scale battles. Consistency across supported audio devices. Final Consideration Battlefield has always been known for its large-scale battles and immersive environments. Improving spatial audio would provide more reliable situational awareness, strengthen immersion and create a more consistent competitive experience. The goal is not simply to make the game louder or add more sound effects. It is to make audio more accurate, informative and technically reliable. What improvements to spatial audio and environmental sound propagation would be feasible for Battlefield 6?How to PROPERLY nerf the SCW-10
Season 5 Phase 2 brought a "nerf" to the SCW-10 which in reality , the only thing that got affected is the sprint recovery which if you look at it from a competitive point of view , is not really a stat that matters so much (the change was from 167ms to 200ms) when equipping the basic barrel and the 25 round mag (the ADS time in didn't get hit) which is way they should've really done in order to balance , oh and of course lets not forget the extra damage drop-off at 55m that doesn't really matter because at that distance you'll be using the interdictor and finishing them off with 1 bullet of the SCW-10 anyways since when you land a headshot you hit for 175 out of 180 , all that needs to be done , is make the 25 round mag (which costs 45points) make the ADS time in slower by 1 gear (meaning that the minimum ADS time in with the 25 round mag becomes 200ms instead of 167ms) - Let me know what you guys think of this , i think it will make the gun way less snappy specially in those close quarter scenarios that it's already way too dominant at (not to talk about the fact that it has on paper the best TTK and controllability out of every 35 damage module weapon excluding the NVO and RSPR , but the RSPR is a very nice addition to the game making it a close second , since you can get it down to 133ms ADS in time / 133ms sprint recovery =/= VS the SCW 167ms/200ms , making it a bit more snappy than the SCW-10 , and once again , sprint recovery is less important so we are only really looking at a 34ms reaction time difference , the SCW-10 has a 450ms TTK to a fully plated opponent in a battle royale match , while the RSPR has a 500ms TTK (We're talking body shot TTK) the RSPR has a slightly faster bullet velocity (around 15-20% faster) but still low so it's not really that much better at tracking people at those 50+ meter distance , has a slightly faster reload time (2.334 vs 2.600) , but in regards to that first shot recoil , the RSPR is worse than the SCW-10 , (0.6 vs 0.7) that's 16.6% more 1st shot recoil , random recoil variation is 12% less on the RSPR than the SCW (30.0 vs 33.5) but that random recoil variation doesn't matter that much when the base 1st shot recoil is that much lower , that first bullet is the one that makes your tracking better , specially when you need to burst fire , so the RSPR is slower , and has more recoil but reloads 266ms faster and is 34ms faster on the time it takes to aim down sights , seems like they really focused on bringing a new gun to fight the SCW-10 meta rather than addressing the source of the problem , because even with all that was said about the RSPR , it's still not good enough to compete against it at the top level , i wrote as much detail as i could in order to show that i know what I'm talking about , and i appreciate anyone who took a minute to read , in summary , Nerf the 25 round mag to include an extra 33ms to ADS time in (making the meta build 200ms ADS time in , instead of 167ms) pretty much making it 1 gear worse in how fast you aim down your sights Meta SCW build being used in comparison to the RSPR with all stats displayed : SCW-10: Flash hider (10pts) , Mini flex (10pts) ,folding stubby grip (20pts) , 25 round mag (45pts) , FMJ standard bullets (5pts) Redsec TTK 450ms ( Body shot TTK from 9meters and below) , Reload time 2.6s , ADS strafe speed 0.67x (stat that isn't that important when it's only 1 gear between weapons) Sprint recover 200ms , Recoil amount 0.6 & Recoil variation 33.5 , muzzle velocity 398m/s , HS multiplier 1.4x Meta RSPR build being used in comparison to the SCW with all stats displayed: RSPR: Flash hider (10pts) , Basic barrel (10pts) , folding stubby grip (20pts) , 28 round mag (35pts) , 1x mini flex (10pts) , buffer (5pts) , lightweight ammo (10pts) (adds extra ADS strafe speed gear , and is being used because you end up with 5 spare points , so it's a placebo attachment , that you might as well take since nothing else can be used for those 5 points) Redsec TTK 500ms ( Body shot TTK from 9meters and below) , Reload time 2.334s , ADS strafe speed 0.75x (1 gear higher than SCW) sprint recovery 133ms (doesn't matter when you're slide jumping and shooting anyways) ADS time in 133ms (the only strong point it has on the SCW other than reload time , and a tiny bit muzzle velocity) Recoil amount 0.7 & Recoil variation 30.0 , muzzle velocity 453m/s , HS multiplier 1.4xThe Mystery of the 99 Damage
I wasn't sure where to post this, so I’m putting it here in the discussion section. Lately, when playing Battlefield 6, I’ve frequently found myself dealing exactly 99 damage. At first, I wondered if it might be due to damage multipliers/reductions based on specific body parts (like hitting an arm or a leg), but that doesn't seem to be the case. What exactly is going on here? If anyone knows, please let me know.Solved132Views2likes14CommentsHitreg.....
Hey So i came behind someone and i had a sgx and i cracked his armor so he had only his health left. He gets behind a corner, no time to plate up cause i chase him and ripped him... So it would seem. But i guess none of my bullets hit, even though i could see that all of them did, and he still ripped me with a sor 556. That close of a range, sgx 830 rof, sor 556 with 568 rof, he had only his health, i had full health and full armor... I mean how is that even possible??? I see often lately that bullets dont work. Almost like no bullets a fired even though the gun is firing. Shooting blancs i guess... Is it a setting i have wrong?? Have you secretly added blancs in the weapon build and its the new default on some guns?? Close range(5 metres), sgx- rof 830- damage 26 vs sor 556-rof 568-damage 26.. your math is not mathing... Even if i hit body shots on his last health and he hit me with headshots and i have full health full armor, i should have won that gunfight. This has been a thing lateley.. bullets not counting, probably getting lost in the matrix. Need to fix this hit registration thing, or bullets not counting or whatever this bug/problem is.. Whats the point of playing if this doesnt even work??? Yes yes, i hit every bullet. My crosshair was directly on him. Its silly. Need to fix SOGHuge props to the devs for the European Casino map!
No vehicles farming infantry, just pure, non-stop gunfights from start to finish. Blowing through the walls in Restaurant Le Cellier or opening new flanks around the lobby keeps every single match feeling completely different. You can't just camp in one spot for long. Seeing that massive tower come crashing down mid-match and completely changing the layout of the center is peak Battlefield. Moving between the Wisteria Garden, the Carousel, and the main Casino Lobby feels super natural, with plenty of cover and flanking routes. Pair this with the new NSW4 carbine and the Casino Heist event, and Season 5 is easily hitting its stride. Keep up the awesome work, devs! I'm also sharing a full, unedited match of my gameplay below. Check it out: https://www.youtube.com/watch?v=1oBkCi4mYC458Views0likes4CommentsA new type of ammunition should be added for the Mini Scout.
In the latest update, a 150-meter cap has been introduced for the Mini-Scout, meaning it can no longer secure a one-shot kill via a headshot beyond this distance. However, after reading through the forums and speaking with friends who favor sniper rifles, it’s clear that many find this nerf quite disappointing. How about adding a specific type of ammunition for the Mini-Scout that restores its ability to secure one-shot headshot kills at any range? Naturally, this attachment would come with a cost of 30. While I’m not privy to the reasoning behind EA and DICE’s decision to implement this nerf, I believe it’s important to preserve a variety of options for players.Battlefield 6 Advanced Weapon
Testing and Combat Training Environment Overview Weapon customization is an important part of Battlefield's gameplay experience. However, players need meaningful ways to understand how different weapons and attachments perform before entering a live multiplayer match. I would like to propose an Advanced Weapon Testing and Combat Training Environment. 1. Advanced Weapon Testing Range Introduce a dedicated environment where players can test their weapons under controlled conditions. The environment could include: Stationary and moving targets. Multiple engagement distances. Different target sizes. Indoor and outdoor testing areas. Basic environmental obstacles. 2. Attachment Comparison Players should be able to compare weapon configurations and understand how attachments influence performance. The system could provide information about: Recoil behavior. Bullet spread. Weapon handling. Reload characteristics. Aiming speed. Effective engagement distances. 3. Practical Weapon Performance Analysis Instead of relying exclusively on numerical statistics, players should be able to observe weapon behavior directly. For example, comparing two configurations under identical testing conditions would make weapon customization more understandable. 4. Movement and Combat Scenarios The training environment could include controlled scenarios involving: Moving while aiming. Target transitions. Different engagement distances. Reloading under different combat conditions. Basic infantry combat exercises. 5. Consistency Between Training and Multiplayer Weapon behavior in the training environment should accurately reflect the actual multiplayer configuration. Any changes to recoil, damage, handling or attachments should be reflected consistently. The training environment must not provide misleading information about real multiplayer performance. Final Consideration A more advanced training environment would benefit both new and experienced players. It would improve weapon familiarity, make customization more meaningful and help players understand the technical differences between weapon configurations. It could also provide a controlled environment for testing weapon adjustments introduced through future updates. Could an advanced weapon testing and training environment become part of the long-term Battlefield 6 development roadmap?Battlefield 6 – Squad Persistence and Seamless
Multiplayer Continuity Overview Battlefield is fundamentally a team-based multiplayer experience. Playing with friends and maintaining squad coordination are essential parts of the game's identity. I would like to propose a more advanced Squad Persistence system that improves continuity between multiplayer matches. 1. Persistent Squads When a match ends, players who joined together should have the option to remain in the same squad and continue playing together. This would reduce unnecessary interruptions between matches. 2. Automatic Squad Continuity The game should preserve the existing party and squad structure whenever possible. Players should not need to repeatedly invite friends or manually rebuild their group after every completed match. 3. Reconnection and Recovery If a player temporarily loses connection, the system should provide a reliable opportunity to reconnect with their original party. Where technically feasible, the system could also support returning to an ongoing match when a suitable squad position is available. 4. Party and Squad Management A more flexible interface could provide: Clear party leader identification. Easy squad membership management. Invitations without unnecessary menu navigation. Better communication about connection and matchmaking status. The ability to continue searching for another match with the same group. 5. Technical Reliability This system should be designed around server availability, matchmaking compatibility and party synchronization. It should not compromise match integrity, server stability or fair team distribution. Final Consideration A multiplayer game should make it easy for friends to keep playing together. Improving squad persistence would reduce friction between matches, strengthen social engagement and make the overall Battlefield experience more cohesive. This is not simply a convenience feature. It is an improvement to the continuity of the multiplayer experience. Would a more persistent squad and party system be a feasible improvement for Battlefield 6?